Thank you! Participating in tiny game jams often feels like the only way I can get myself to finish things... but I'm hoping that motivation carries over to some bigger ideas someday :)
I wish you luck on all your future projects!
Thank you so much!
I used the Bitsy engine for this, which I think is the only reason I could finish it in three hours lol. Bitsy makes it easy to create tiny sprites/maps/sounds very quickly, and the basic movement code is built-in. I also reused a lot of sprites throughout the levels and picked out my colors beforehand. So it was just a matter of adding stuff until I ran out of time ;) I went way over the three hour limit in the last two Trijams I did haha.
I love Xenogears with all my heart. It is the ultimate overscoped video game lol.
Ooh, thank you for the recommendations. I've heard of a few of these artists but not most of them. I know what I'll be listening to later today!
I would love to see this game developed further! It works great as-is, but also could definitely be a prototype for a bigger project. Maybe more levels (or do make it endless)? Ramps and obstacles? Timed score attacks? So many possibilities :)
Basing your game on the story of Bluebeard was a really clever solution to the jam theme! I didn't think about using folktales/fairy tales as inspiration, but there sure are a lot of "forbidden doors" in those.
I love the visuals, especially the vertical orientation of the screen and the shaking hand animation whenever you encounter Bluebeard. I also liked the little surprise when you open the letter...
All of your Trijam entries I've played so far have been so unique! You have such a distinctive style.
Super polished for such a tiny jam! Great concept, too, even if it did make slightly sick to my stomach lol.
I really liked the cartoony yet immersive presentation. The gameplay was deceptively difficult! I played through quite a few times but was never able to make it to the end without puking in the hallway. That feels like a rite of passage, though. Sorry, mom...
The simple joy of throwing around a bunch of objects in a 3D space! Fun stuff. I enjoyed just messing around with the physics for a while. It actually took me quite a bit of time to find the key the first time around.
I did have trouble triggering the "key + good door" ending, but I got the other three. Management probably wouldn't be happy about me standing around in the back room for five minutes, but they also wouldn't love to see what a mess I left for them in those other endings either...
Thank you for playing, and for the thoughtful feedback!
I was struggling to concisely explain how you can only push/pull the box in line with yourself, so good to know I need to keep working on that description lol. And I agree on the other two points as well. Definitely things I'd want to fix up in a more fully-realized build.
I had been playing with the idea for this mechanic for a while and used this jam as a way to prototype it. I'd like to come back to this concept again, so it's useful to have good feedback to build off in the future. Thanks again :)
I got to the end! The block-linking mechanic added an interesting layer to the sokoban gameplay. Some of these levels were really challenging.
Super impressive that you were able to make a game that fits both jam themes, has quite a few levels, and implements a very useful undo feature all within such a short time period!
Fun incremental game! I played until I got to a point where every upgrade required more than 1000 energy. I was surprised the forest was able to keep up with the gnomes' deforestation efforts.
But now I need to know: where did the cube come from? What does it want? What is it going to do with all that energy...???
Title of the game is accurate because I could not stop playing this one. Those corruption dice rolls were devastating after trying to score a big combo. This balancing on this is really good!
Also, the sound effects are perfect. They're really satisfying to hear as you watch those multipliers stack up.
I played this through a few times, taking different approaches to my conversation with the cube. I was impressed by how much hidden variation there is. Once it just hid in the cereal box most of the time, another time it disappeared my entire breakfast before I could get more than a few sentences out, and another time I thought we were having a nice chat until it picked up the butterknife...
Very fun and imaginative concept, and I love the art style and presentation! I'm curious about how the dialogue system works and why the cube reacts like it does, but I also like that it's totally mysterious when you play it. Cool stuff!!
At first I thought I could cheese the bottom screen by just driving along the dotted white lines, and then I got clobbered by an oncoming blue rectangle lol.
I like that this game requires you to split your attention between two different tasks simultaneously. The driving takes up most of your attention at first, but then the "feeding the cube" part gets frantic pretty quickly. Cool concept, fun game!
Way harder than it looks!! I had to start over quite a few times but I eventually made it to the end. I like that the level design encourages you to memorize the layout, but you also have to react quickly whenever you run into enemies. That area toward the end with the eagle and two rabbits was especially tough... Great work!
I may have come dangerously close to depleting all my life savings on popsicle merch, but I still won my ticket!! This was such a cute, concise experience with really charming visuals and good audio feedback. I liked all the little upgrades and the risks/rewards felt well-balanced. Super impressive!